Trying to load shaderfx .sfx file using maxscript, but max loads some sort of default instead. I can import my file manually from shaderfx editor so the .sfx file itself is not the problem it seems. Doesn't work even when I read the file into variable and assign it to .shaderfxgraph. Heck, I copied the whole thing into…
After Playing with marmoset a little more I released the default material didn't use the PBR settings so I'm going back and fixing that. I think that's why it looks over blown. I made gloss maps and everything yet, I wasn't using them on Tracer oops.
Why not open the tile sampler and take a look at how it looks? The default Substances are just ripe for picking. Take the image into photoshop and write down notes on the features you see and what needs to be replicated. Basically just make a plan rather than trying to wing it and you'll thank yourself.
ah ok that ones a simple one, simply create a dynamic physics volume that surrounds the pillar in its damaged state, tweak the damage values etc so it would kill the player and disable the volume by default. When the pillar falls, simply turn the volume on via kismet at the moment of impact.
check if your camera is not beyond some wall.. if it is black you does not have checked show progress at Ligh Cache (LC) also Irradinace Map (IR) have this checkbox wich is unchecked by default... need to be checked to see progress.. please consult cgarchitect.com forum if this is not related to game art
you can create a hole in your landscape by using the visibilty tool in your landscape toolbar thingy (it only works when you apply a material to you landscape, the default one doesn't work) ctrl+ leftclick will delete quads, ctrl+ shift+ left click will let them reappear
Can't find that in the prefs menu, and tiff is 8bit by default for me.... This is beyond my maya knowledge too =( Do you know how to do that? Is it something I can do from transfer maps? Looks like this just goes over baking a disp and rendering in maya, thanks though.
I think it typically happens when people bind History Step Back to Ctrl-z instead of Undo, because it doesn't happen with the default undo. There was a script Will Fuller wrote that got around this issue. Run it, bind it and forget it ever was an issue. http://www.polycount.com/forum/showthread.php?t=78932
For the moment you can't export layers individually automatically. However you can hide the layers you don't need and only export the rest. If you use the default export preset ("Channels + normals") you will be able to get only the part you want with the proper alpha channel for blending it.
Sometime around 2003, methinks. All I could do was apply TrueSpace's default materials. I knew nothing of actual texturing or UV maps. I also stole his head from Turbosquid. Also, I stole this entire skeleton from Turbosquid and just modeled the equipment: